Z-95 Swarm

By Magnus Grendel, in X-Wing Squad Lists

Okay - I was looking at the cheap and swarmy end of rebels recently, and I wondered if anyone has ever made use of massed XX-23 Thread Tracer Z-95s?

I've seen a couple of rebel squads with a couple in, but when I was looking at upgrades, I realised that thread tracers actually can be fired anywhere in range 1-3; throw in your focus token and guidance chips and they're pretty hard to dodge.

A Z-95 with thread tracers comes to a pittance of 13 points - meaning you can pack 7 in a squad, any of whom can play 'Howlrunner' for a turn, except with a range 1-2 coherency. Whilst Z's may only have 2-dice attacks, massed target locked attacks are quite nasty (I admit to having no experience with the headhunter's singularly unimpressive looking dial, though!)

For that matter, in 100 points (if taking no extra upgrades, you might as well take rebel bandits as the PS2 is more useful than an empty illicit slot), you get 9 points - which is enough to swap 4 of the bandit's thread tracers up to 3-point 'attack missiles'.

  • Proton Rockets
  • Cruise Missiles
  • Advanced Homing Missiles
  • Ion Pulse Missiles

Of the above, Proton Rockets are simple - not as lethal as they could be (only 4 attack dice) and are only range 1, but they can be fired off the same focus token as thread tracers. Plus, a focus/target lock/guidance chip 4-dice attack is still pretty darn skippy from a 15-point ship.

Cruise Missiles I know are the new hotness, but getting a 5-dice attack requires the target lock (shouldn't be an issue, but still....) - more importantly it nails you into a speed 4 straight. On the plus side, in a swarm, the thread tracer Zs can fly in front, theoretically stopping an opponent getting to range 1, and can still fire thread tracers at range 1 themselves.

Advanced Homing Missiles......erm. Against Miranda Doni or similarly irritating shield regen types, maybe. Against anyone else, it's probably not that great an option. On the other hand, putting 4 advanced homing missiles into a single target should leave it in a fair mess.

Ion Pulse missiles jump out at me as probably the best option. Yes, cruise missiles do more damage, but being able to reliably ionize the target is a lethal thing, because the one thing that a swarm loves is a slow, predictable opponent; if I can taze a target and know it's doing a speed 1 straight (+/- barrel roll or boost) then the odds are I can line up my entire swarm on it for next turn at range 1-2, and potentially tracer and ionize it again .

I'm not sure of the mix of weapons to take from the above; suggestions?

  • Bandit Squadron Pilot - XX-23 S-Thread Tracers, Guidance Chips
  • Bandit Squadron Pilot - XX-23 S-Thread Tracers, Guidance Chips
  • Bandit Squadron Pilot - XX-23 S-Thread Tracers, Guidance Chips
  • Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips
  • Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips
  • Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips
  • Bandit Squadron Pilot - Ion Pulse Missiles, Guidance Chips

I really like the concept. What formation do you plan on flying these in? 4 in a joust (2xthread tracer and 2xion pulse?) and 3 on a flank (1x thread and 2 ion pulse)? 2 thread tracers in the jousting group and a single thread tracer in the flanking group?

Seems to me you could really double down buy putting prockets on the flanking group; ions on the joust group. if the meet you at a joust, that's fine because you will hopefully land on ion and then your flank will have an easy procket shot. If they turn early to meet the flankers, then you have two turns of ion on a single target with 4 z's close behind.

So I played a slightly different version of this.

STRIKE EM BLOUNT

100 points

PILOTS

Lieutenant Blount (19)
Z-95 Headhunter (17), XX-23 S-thread Tracers (1), Veteran Instincts (1), Guidance Chips (0)

Bandit Squadron Pilot (17) x 4
Z-95 Headhunter (12), Homing Missiles (5), Guidance Chips (0)

Bandit Squadron Pilot (13)
Z-95 Headhunter (12), XX-23 S-thread Tracers (1), Guidance Chips (0)

Slightly different and I'd make some small changes but it was helluva lot of fun. Blount fires first, can't "miss" (guaranteed tracers) and in case someone 1 times him I hit him with the other. nice part is all the bandits are the same, so If I kill someone first round, since I choose the firing order, I'll fire the second tracers if it is worth it since I have the flexibility. obviously changeable based on weapons preference, but it was fun.

I've always had a soft spot in my heart for Z-95's. A swarm of them would be a ton of fun. Thanks!

19 hours ago, Gibbilo said:

What formation do you plan on flying these in? 4 in a joust (2xthread tracer and 2xion pulse?) and 3 on a flank (1x thread and 2 ion pulse)? 2 thread tracers in the jousting group and a single thread tracer in the flanking group?

That, I don't know. My brain said a joust block with thread tracers out front and range 2-3 attack missiles behind them, but It's subject to change - I don't have a mental picture of Z-95 performance getting round the board the way I do for strikers or TIE fighters.

Splitting up seems like it'd make sense. Where possible, a swarm wants to come in in an 'arc', and the relatively forgiving range 1-2 on thread tracers' trigger means you're not tied to a tight, easily bomblet-ed block.

Mixing Ion weapons and Proton Rockets (or Ion weapons and Cruise Missiles) sounds like it'd make sense - theoretically, an ionized target is easy to line up an 'attack run' on, which means it'd support using the maneuver-dependent missiles.

2 x tracer/2 x Ion and 1 x tracer/2 x Proton or 2 x Cruise seems like a nice mix - the choice between the latter will depend on me getting my eye in with range control.

16 hours ago, SkyCooper said:

Slightly different and I'd make some small changes but it was helluva lot of fun. Blount fires first, can't "miss" (guaranteed tracers) and in case someone 1 times him I hit him with the other. nice part is all the bandits are the same, so If I kill someone first round, since I choose the firing order, I'll fire the second tracers if it is worth it since I have the flexibility. obviously changeable based on weapons preference, but it was fun.

It's a nice idea - I was thinking about either blount or cracken when putting this list together - the two issues, to me, are:

  • Blount has a fair chance - even at PS8 - of getting heavily killed in the face before he fires. Yes, if he does, it's an automatic hit, but having 3 nameless 'grunt' thread tracers seems better somehow than investing in that one guy when that one guy is pretty killable (always been my issue with howlrunner rather than youngster). Plus, you know, Guidance Chips are kind of meaningless.
  • If I did take blount, I'd probably rather take deadeye. The focus token can be spent to keep him alive (because he can always fire his threads next turn, whilst the other guy sets up locks this turn) whilst a target lock can't.
  • Not taking blount and sticking to cheap missiles means a 7th Z-95, which means that if your missile strike goes wrong, you have enough warm bodies and 2-dice attacks to (in theory) go full-on swarm on someone, especially with a couple of turns of thread tracer support.
  • Homing missiles are still a good choice, but (I understand this was dependent on cards that didn't exist at the time and technically still don't) you're paying 1 point relative to harpoon missiles to ignore evade tokens (which whilst still out there are nowhere near as common) and 2 points relative to cruise missiles to 'free up' your launch move.

Pilot-wise, the named Zs are really good - I found myself looking longingly at Airen Cracken - with Veteran Instincts (PS10 for only 19 points!) you've got a pretty effective cruise missile platform for the price of a rookie X-wing pilot, and a free action for someone else in the squad to boot. Equally, I'm not sure I'd want to use scum Zs (because unless you're investing in Illicit upgrades you're losing pilot skill for no reason), but the idea of N'Dru Sulhak with Cruise Missiles as a flanker is one heck of a threat for not many points - throw in guidance chips and glitterstim and the idea that you could take a 6-dice, target locked, focused, guidance chipped attack at PS9 from a ship that's less than a quarter of your points is deeply unpleasant - and it's a lot easier to keep him at 'safe' range than it is with the cluster missiles people tend to arm him with.

I'm not sure Kaa'To Leeachos is much use, though. His only real advantage seems to be as a cheap mindlink ship (job stolen by inaldra) or a cheap bodyguard ship (in a Z-95 swarm, you will rarely encounter someone worth the effort of protecting - except N'Dru, who wants to be nowhere near him)

EDIT:

Actually.... random thought - in a Z-95 swarm, giving him Squad Leader might work - he can use his action to pass a free action to someone at range 1-2, then yoink someone else's focus token, meaning that the net result is that anyone within range 1-2 of him can give their action to anyone else within range 1-2, which is nice for trying to concentrate focus/target lock on the guys with attack missiles.

Plus, I guess, scavenger crane gives you recycling missiles, which may be worth giving up a ship for.

Edited by Magnus Grendel
On 9/1/2017 at 2:51 AM, Magnus Grendel said:

That, I don't know. My brain said a joust block with thread tracers out front and range 2-3 attack missiles behind them, but It's subject to change - I don't have a mental picture of Z-95 performance getting round the board the way I do for strikers or TIE fighters.

Splitting up seems like it'd make sense. Where possible, a swarm wants to come in in an 'arc', and the relatively forgiving range 1-2 on thread tracers' trigger means you're not tied to a tight, easily bomblet-ed block.

Mixing Ion weapons and Proton Rockets (or Ion weapons and Cruise Missiles) sounds like it'd make sense - theoretically, an ionized target is easy to line up an 'attack run' on, which means it'd support using the maneuver-dependent missiles.

2 x tracer/2 x Ion and 1 x tracer/2 x Proton or 2 x Cruise seems like a nice mix - the choice between the latter will depend on me getting my eye in with range control.

It's a nice idea - I was thinking about either blount or cracken when putting this list together - the two issues, to me, are:

  • Blount has a fair chance - even at PS8 - of getting heavily killed in the face before he fires. Yes, if he does, it's an automatic hit, but having 3 nameless 'grunt' thread tracers seems better somehow than investing in that one guy when that one guy is pretty killable (always been my issue with howlrunner rather than youngster). Plus, you know, Guidance Chips are kind of meaningless.
  • If I did take blount, I'd probably rather take deadeye. The focus token can be spent to keep him alive (because he can always fire his threads next turn, whilst the other guy sets up locks this turn) whilst a target lock can't.
  • Not taking blount and sticking to cheap missiles means a 7th Z-95, which means that if your missile strike goes wrong, you have enough warm bodies and 2-dice attacks to (in theory) go full-on swarm on someone, especially with a couple of turns of thread tracer support.
  • Homing missiles are still a good choice, but (I understand this was dependent on cards that didn't exist at the time and technically still don't) you're paying 1 point relative to harpoon missiles to ignore evade tokens (which whilst still out there are nowhere near as common) and 2 points relative to cruise missiles to 'free up' your launch move.

Pilot-wise, the named Zs are really good - I found myself looking longingly at Airen Cracken - with Veteran Instincts (PS10 for only 19 points!) you've got a pretty effective cruise missile platform for the price of a rookie X-wing pilot, and a free action for someone else in the squad to boot. Equally, I'm not sure I'd want to use scum Zs (because unless you're investing in Illicit upgrades you're losing pilot skill for no reason), but the idea of N'Dru Sulhak with Cruise Missiles as a flanker is one heck of a threat for not many points - throw in guidance chips and glitterstim and the idea that you could take a 6-dice, target locked, focused, guidance chipped attack at PS9 from a ship that's less than a quarter of your points is deeply unpleasant - and it's a lot easier to keep him at 'safe' range than it is with the cluster missiles people tend to arm him with.

I'm not sure Kaa'To Leeachos is much use, though. His only real advantage seems to be as a cheap mindlink ship (job stolen by inaldra) or a cheap bodyguard ship (in a Z-95 swarm, you will rarely encounter someone worth the effort of protecting - except N'Dru, who wants to be nowhere near him)

EDIT:

Actually.... random thought - in a Z-95 swarm, giving him Squad Leader might work - he can use his action to pass a free action to someone at range 1-2, then yoink someone else's focus token, meaning that the net result is that anyone within range 1-2 of him can give their action to anyone else within range 1-2, which is nice for trying to concentrate focus/target lock on the guys with attack missiles.

Plus, I guess, scavenger crane gives you recycling missiles, which may be worth giving up a ship for.

When I built, obviously at the time I didn't have the other missles as you suggested. I will say I had 2 sets of targeting missles, but the reason I chose those missles at the time was that it allowed at range 2-3 4 dice damage without having to discard the target lock. Essentially each z-95 could focus, they'd all gain target locks, roll/re-roll/focus and all from range 2-3. I had people one shot on occassion, but I found the 1 back-up to be enough. comes down to preference though. I found 6 enough to swarm being that I could pretty much count on 1 timing At least 1 ship. Now is it a world class list, no, but it sure as **** was fun. Especially when people would see me setting up in the tourney.

Are you set on using Rebel Z's versus scum Z's?

Because scum Z's have the illicit slot, which could be used for scavenger crane and multiple missiles.

4 X Binayre Pirate(12), concussion missile(4), scavenger crane(2), Chips(0)

2 X Binayre Pirate(12), Thread Tracers(1), chips(0)

I put concussion because if the 4 with concussion focus, plus a TL from one of the thread tracers, there is virtually no chance of not getting 4 hits. This puts you at 98 points, so you have 2 points to customize.

1 hour ago, Biggsy_boy said:

Are you set on using Rebel Z's versus scum Z's?

Because scum Z's have the illicit slot, which could be used for scavenger crane and multiple missiles.

4 X Binayre Pirate(12), concussion missile(4), scavenger crane(2), Chips(0)

2 X Binayre Pirate(12), Thread Tracers(1), chips(0)

I put concussion because if the 4 with concussion focus, plus a TL from one of the thread tracers, there is virtually no chance of not getting 4 hits. This puts you at 98 points, so you have 2 points to customize.

I like this a lot, but I think that with a swarm build it is important to get as many ships on the table as possible. Six feels a little shallow for such fragile ships, but they do pack a nice punch with the ordnance. I'm a bit torn here.

A couple of waves ago, I ran the following 6 Z-95 Alpha Strike swarm. It worked pretty well for me:

[18PT] Lieutenant Blount

Z-95 Headhunter

XX-23 S-thread Tracers

Adaptability

[17PT] Tala Squadron Pilot x4

Z-95 Headhunter

Concussion Missiles

Guidance Chips

[14PT] Tala Squadron Pilot

Z-95 Headhunter

XX-23 S-thread Tracers

Placed another ship with XX-23 tracer just in case Lt Blount gets melted down or somehow the focus is removed. Went for PS4 at the time for better PS against PS3 ships.

My friend had succes flying the below list for a while

Lieutenant Blount, Veteran Instincts, Thread Tracers, Guidance Chips (19)
Bandit Squadron Pilot, Thread Tracers, Guidance Chips (13)
Bandit Squadron Pilot, Assault Missiles, Guidance Chips (17)
Bandit Squadron Pilot, Homing Missiles, Guidance Chips (17)
Bandit Squadron Pilot, Homing Missiles, Guidance Chips (17)
Bandit Squadron Pilot, Homing Missiles, Guidance Chips (17)

For Rebels I use

5x Bandits each with Guidance chips and cluster missiles

1 Lt. Blount with Tracers and VI

For Scum I like Bugzappers

7 pirates with Feedback array

18 minutes ago, Zero8855 said:

For Scum I like Bugzappers

7 pirates with Feedback arra

I'm fully aware bugzappers are lethal - a friend started scum with them and got rather proficient in the days of TIE itnerceptors everywhere - tazering soontir fel to death wtihout rolling dice was rather satisfying.